Scenarios like South of the River and Where Angels Fear to Tread are ideal for this if you want a really casual sandbox game (amusingly the latter is portrayed as being some ultimate challenge but is in fact the easiest map in the game on account of the gimped A.I. I like to position myself so I control one side of the city, then just gun down any gangsters trying to cross the bridges. if you make high value purchases announced in the newspaper). Once you are clearly in the lead they tend to stay away even on aggressive (but they will still try to bomb your buildings etc. ![]() ![]() It is a fun challenge to limit yourself to a small block but if you aren't into that it is better to muscle up and just shoot everyone on sight (manually, of course). gangs only respect strength so sitting in the corner keeping yourself purposely small actually invites aggression. The diplomacy slider should be useful in MP (at peace your guys won't open fire on each other, lower settings are basically shoot-to-kill policy) but I tend to simply keep it at cease-fire with everyone in SP games. There are references to gang orders involving spies and setting up meetings with gang bosses in the data files but it seems that was all cut. Even if you are allied your best buddy will inevitably try to grab your turf and wipe you out. All in all it is a huge step in modifying the game. The constants file allows you to modify the number of civilians, FBI agents, starting hoods/vehicles/money and so on while other files govern hit tables, hood generation, land cost, export prices, business upkeep, fear and loyalty levels etc. Now, naturally, police count is merely one of a great many aspects you can now tweak to your heart's content (at your own risk of course!). The excessive amount of police on the map is one thing that always bothered me back in the day as it would turn every little clash and turf war into city-wide massacres as police would flood in from all over the place - no longer! In addition to instructions from MalusD on how to convert the files yourself, as well as his fixes of errors in the base game, a bro over at GoG also uploaded the cracked files here for easy download and instant tweaking.Īlthough I have yet to try all of them I can confirm the modded constants.txt works perfectly with the GoG version as I just played it with the amount of police reduced by 75% without encountering any issues. You can't steal much though, and there isn't a counter anyways for stealing thingsĪ bit obscure of a map, but, if anyone's interested, here it is.Fellow fans of criminally underrated Gangsters: Organized Crime will be delighted to know a crackerjack coder over at NeoSeeker forums figured out how to convert the. He can get through most of the doors on his own. So you can run a bit of a game to see who can kill who the fastest an alternate version with a kill counter is available, though it can only track how many times you have killed Hoss. He can find you in nearly every normally-accessible part of the property, and if you kill him, he'll respawn. He will endlessly hunt you down if you set off the alarm, armed with a shotgun. ~ Hoss, the homeowner, is the real interesting aspect you could say he's a little test on Source's AI pathing that I constructed. Marginally-functional mechanics there is an alarm you can break or set off, and it will cause the homeowner to come home and relentlessly hunt you down if you do set it off. ![]() The entirety of the first level from the game If you ever wanted a house map whose pure purpose was to be stolen from, then I've got ya covered. This is a recreation of the first level from the game, as best as I was able to extrapolate it from Jack's videos. Might not be your cuppa tea, but I'm posting this here anyways. I really only know about Sneak Thief because jacksepticeye played it, and I found his playthrough of it to be entertaining.
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